Torque3D/Engine/source/util/interpolatedChangeProperty.h
2017-04-19 14:02:45 -04:00

192 lines
5.8 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _INTERPOLATEDCHANGEPROPERTY_H_
#define _INTERPOLATEDCHANGEPROPERTY_H_
#ifndef _SIM_H_
#include "console/sim.h"
#endif
#ifndef _MEASE_H_
#include "math/mEase.h"
#endif
#ifndef _TIMESOURCE_H_
#include "core/util/timeSource.h"
#endif
/// A property that smoothly transitions to new values instead of assuming
/// them right away.
///
/// @param T Value type. Must have "interpolate( from, to, factor )" method.
/// @param TimeSource Time source to which interpolation is synchronized.
template< typename T, class TimeSource = GenericTimeSource< SimMSTimer > >
class InterpolatedChangeProperty
{
public:
enum
{
/// Default time (in milliseconds) to go from one value
/// to a new one.
DEFAULT_TRANSITION_TIME = 2000
};
typedef TimeSource TimeSourceType;
typedef typename TimeSource::TickType TimeType;
protected:
/// The current value.
mutable T mCurrentValue;
/// @name Transitioning
///
/// Transitioning allows to smoothly go from one value to
/// a different one over a period of time.
///
/// @{
///
TimeSourceType mTimeSource;
/// Number of milliseconds it takes to go from one value
/// to a different one.
TimeType mBlendPhaseTime;
/// Interpolation to use for going from source to target.
EaseF mTransitionCurve;
/// The time the transition started. If 0, no transition is in progress.
mutable TimeType mTransitionStartTime;
/// The value we are transitioning from.
T mSourceValue;
/// The value we are transitioning to.
T mTargetValue;
/// @}
/// Update #mCurrentValue.
void _update() const;
public:
///
InterpolatedChangeProperty( const T& initialValue = T() )
: mCurrentValue( initialValue ),
mBlendPhaseTime( DEFAULT_TRANSITION_TIME ),
mTargetValue( initialValue ),
mTransitionStartTime( 0 )
{
// By default, start time source right away.
mTimeSource.start();
}
/// Get the current value. If a transition is in progress, this will be
/// an interpolation of the last value and the new one.
const T& getCurrentValue() const
{
_update();
return mCurrentValue;
}
/// Set the interpolation to use for going from one ambient color to
/// a different one.
void setTransitionCurve( const EaseF& ease ) { mTransitionCurve = ease; }
/// Set the amount of time it takes to go from one ambient color to
/// a different one.
void setTransitionTime( TimeType time ) { mBlendPhaseTime = time; }
/// Set the desired value. If this differs from the current value,
/// a smooth blend to the given color will be initiated.
///
/// @param value Desired value.
void setTargetValue( const T& value );
/// Return the time source to which interpolation synchronizes.
const TimeSourceType& geTimeSource() const { return mTimeSource; }
TimeSourceType& getTimeSource() { return mTimeSource; }
};
//-----------------------------------------------------------------------------
template< typename T, typename TimeSource >
void InterpolatedChangeProperty< T, TimeSource >::setTargetValue( const T& value )
{
if( mTargetValue == value )
return;
if( mBlendPhaseTime == 0 )
{
mTargetValue = value;
mCurrentValue = value;
}
else
{
// Set the source value to the current value (which may be interpolated)
// and then start a transition to the given target.
mSourceValue = getCurrentValue();
mTargetValue = value;
mTransitionStartTime = mTimeSource.getPosition();
}
}
//-----------------------------------------------------------------------------
template< typename T, typename TimeSource >
void InterpolatedChangeProperty< T, TimeSource >::_update() const
{
// Nothing to do if no transition in progress.
if( !mTransitionStartTime )
return;
// See if we have finished the transition.
TimeType deltaTime = mTimeSource.getPosition() - mTransitionStartTime;
if( deltaTime >= mBlendPhaseTime )
{
// We're done.
mCurrentValue = mTargetValue;
mTransitionStartTime = 0;
return;
}
// Determine the interpolated value.
F32 blendFactor = F32( deltaTime ) / F32( mBlendPhaseTime );
blendFactor = mTransitionCurve.getUnitValue( blendFactor );
mCurrentValue.interpolate( mSourceValue, mTargetValue, blendFactor );
}
#endif // !_INTERPOLATEDCHANGEPROPERTY_H_